I wasn’t trying to be humourous at all, so success would have been accidental.
Should be added to the FAQ.
I think Baconeggs is a pretty cool guy, eh and doesn’t afraid of anything
That’s a pretty optimistic estimation.
I already suggested this, but there should be spotlights sweeping the sky when you visit the surface at night in OAR. They could also sweep over to illuminate the rocket when you launch it.
Well I would be more precise and say 99.999% but you know, I’d like to keep the community with a little bit of hope to catch that 1%
Some lights illuminating the rocket sound acceptable but I don’t see a reason why there should be lights sweeping the sky.
Well, there were boids, manta rays, and all sort of other things. Besides, L4D didn’t have a reason for it either, but it looked great anyway.
I was just pondering the selection of weapons we were given in HL (and HL2) and it dawned on me that there is really no adequate medium-range smallarms weapon available – the SMG and Shotgun are primarily short-range only, which leaves medium-range fire up to the pistols, which seems kind of odd. I doubt this suggestion will ever even be considered but I’d personally like to see the inclusion of the M4 in some capacity with its primary strength being medium-range accuracy, with three-round burst primary mode and single-shot semi-automatic secondary mode. In this way it wouldn’t really replace the MP4 – that would still be the king of spray-and-pray close quarters firefights – or the Magnum, which would still have its very high power.
IMHO this doesn’t really break with HL as the M4 is available with the HD pack and having it represent actual assault rifle performance (better range and accuracy but lower damage) is just logical.
Also, completely (nearly) unrelated, I noticed in some of the media that BM is keeping HL’s weapon arrangement; ie the Shotgun being a “#3 weapon”, the missile launcher a #4, etc. Any chance of a more HL2-esque arrangement being adopted, ie; 1-melee, 2-pistols, 3-automatic smallarms, 4-singleshot/highdamage smallarms, 5-explosives, 6-“exotic” weapons etc?
Theoretically your right, but i’m sure the only answer you’ll get is no. Just fire short bursts with your mp5.
Haha, he’s right, what flying enemies were in L4D
It is much more justified for Half-Life… then again they’d have had to ship sweeping lights in for the event, so I don’t think it’s very likely they’d show up or be used.
NVG’s work better since they are less likely to give away your position.
Aha, so the spread is recoil/fire-rate based!
:jizz:
A cool thing that would have been cool to add is that some hgrunts hide inside some cars and when the player approach the car,the hgrunts would just jump out of the cars and begin to shoot the player (I guess that this is hard to add though:’() But maybe I am lucky and they will add it? 
I am kinda hoping that you overhear one of the scientists say “…about 7…”
Awesome idea!! :3 Much better than mine.
I hope that the voice in the tram says “…you will now arrive about 7…”
I asked this a long time ago but I do not think anyone saw the post.
My suggestion is for the Nihilanth Chamber - To add pressure yet keep frustration low I thought it would be good if when the purple electric is fired from the Nihilanth, when it hits the rocks/cover. the rocks slowly break away so you cant just stay behind one rock all the time!
Thanks.
This is excellent news, does crouching affect accuracy as well?
How did it work in HL2? IIRC, rate of fire/recoil did not impact accuracy. IMO, the first round fired had the same chance of hitting the target as any later round, I remember it being near impossible to land shots within a tight grouping. Weapons were too inaccurate as a result. I was always frustrated when trying to crouch and pick off headshots, only to watch the bullets fly past the target’s head or land in his chest (with no concise pattern either). The firing mechanics and bullet physics were too unrealistic IMO, all one has to do to survive is spray their targets.
That only applied with the SMG. The pulse rifle had a recoil-based accuracy system, so the longer you fired the less accurate it would become. The SMG was awful in my opinion. I’ve been half-heartedly looking for mods that alter that sort of realism, just to see what effect it would have.